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Robert's Sketchbook


alvordr
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Hello, all. I figured I may as well start a sketchbook, also. This is a piece I'm working on to replace an asset I already had in a scene. I still have work to do to it, but it's coming along.

Low Light Setup:

House_LowLight.png

Medium Light Setup:

House_MediumLight.png

Wireframe (Under 2k polys):

House_MediumLight_Wire.png

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I'm thinking about redoing all the texture work. I want to push everything into one UV map and I know how to do it, but it will mean losing the texture work. The practice will be a good thing, anyway.

I'll also be adding a door and windows and possibly furniture, but I'm not as concerned about the inside for my current project.

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You can bake your texture onto an new uv, depending on which software you use, look into it if you don't want to redo all your texture.

You'll probably lose a bit of crispiness in some areas but that should be quick to fix.

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I'm thinking about redoing all the texture work. I want to push everything into one UV map and I know how to do it, but it will mean losing the texture work. The practice will be a good thing, anyway.

I'll also be adding a door and windows and possibly furniture, but I'm not as concerned about the inside for my current project.

As long as the geometry is the same you can just redo your UV's and 3D Coat will relocate the pixels accordingly. I don't know how Andrew managed to pull that off, but it's pretty amazing. Be careful with the normal maps though. I recently tried this on a model and it seemed as if 3D Coat flipped the normal direction. To remedy that, I had to change the depth value into the negative. Have to report that when I find time to do so.
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I just did the redo of the UVs some days ago, and yes, the normal map was messed up (strongly visible seams). My solution was to afterwards export all layers with depth, spec and so on (lowest item in Textures - Export). Then I deleted all the paint object and layers and did a new bake to get clean AO and normals. These where then exported separately (File - Export Model was the fastest way when you turn off all but the normal layer and AO layer). Then I imported all the layers with color, spec and so on (lowest item in Textures - Import). Sadly this overwrites everything in paint room. But that was why I exported the AO and the normal map. These two layers where then re-imported.

Yes, this is a bit tedious but a possible way. If the import function for all layers would have a checkbox to not overwrite everything it would be easier.

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I'm not actually all that concerned about having to redo the texturing. It was a quick experiment and I wanted to see how it all baked.

AbnRanger,

Which setting did you put into the negative?...the inner cage?

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Once I'm all finished modeling the various pieces, and doing all the retopo work...I'll simply re-merge everything at once and the maps should all appear in one spot.

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Still working the house. However, I also felt like deviating and letting myself go on ZBrush a bit. I'll be taking it into 3D Coat eventually, but here's my WIP for a mouse / insect / bat (I'm thinking of adding bat wings for the arms). This is VERY early stage work, so I know the abdomen and feed need work...the chest area I may take a bit further and I'm not worried about the clavicle not being entirely correct here. For now, I'm keeping the legs separate, but may merge them later on.

Creature2_Stage1.png

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I'm not actually all that concerned about having to redo the texturing. It was a quick experiment and I wanted to see how it all baked.

AbnRanger,

Which setting did you put into the negative?...the inner cage?

You can go to TEXTURES > ADJUST > INVERT COLORS or in the top of layer panel, you can set the depth value in the negative. It's been reported to Andrew, so hopefully that gets fixed soon
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My creature at the next stage:

Creature2_Stage3.png

I added arms, as suggested, gave it a loose helm and tweaked most of the body and wings a bit. It still needs lots of work, but I'm getting more of an idea of how to go about this Rat / Bat / Insect thing. The wings make it more dragon-like, but I'm not hating them, yet.

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  • 1 month later...
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Still working on stuff, but it's somewhat random, at this point. I've got tons of projects on the plate, so I'm all over the place but keeping my deadlines. My latest work below:

CouchRender.jpg

ArmChair2Render.jpg

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...and a character I'm working on...depending on what clothes he's wearing, he's between:

2384 Quads / 4718 Tris (no hat / shirt)

4859 Quads / 9655 Tris (hat and long cloak)

Minion.png

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You've been busy! Did your character have rickets as a child? I notice he's a little bow-legged, but nice work never-the-less.

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LOL, nope. The pants and feet were modeled as separate layers, so I wasn't paying attention to the way they bowed. That said, it's somewhat fitting, considering the character.

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  • 3 weeks later...
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My latest work for a project I expect to come soon...

1262 Quads / 2514 Tris

Statue.png

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  • 2 weeks later...
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My newest project WIP (I can tell the feet need better proportions):

Soldier1.png

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Nice start on the medieval knight!

I can see he's ridding everyday by the ( ) shape of his legs. :)

Can't wait to see what the helmet will look like.

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Thank you. Yes, I noticed that about the legs, as well. Pretty easy fix.

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  • 3 weeks later...
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This one is complete, but I'm not quite ready to post the render in the completed gallery renders thread.

StandardColumn2.jpg

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Nice! Architecture detail, or gallows?

Rope must have been tricky. How did thou build, retopoed it?

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It's an architectural detail, I guess. I did for a game level. The rope actually wasn't hard, but time consuming. I did an autoretopo on the rope, but I could do it manually, if I had the patience. If I did, the poly count would go way down, as most of the polys are in the ropes.

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Yes, that's true. Most of the time you can't do better to optimize than doing the retopo manually.

I like it, just like Uvs works. It's painful, but so good when it ends :)

What's coming up after the wood log?

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I'm not sure I understand your question "What's coming up after the wood log?"

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You made a knight, you made a architecture detail, so I wonder

how you're gonna make them fit together. I guess both are elements

of a big scene, no?

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No. They're separate things I've been working on. The character you refer to as a knight is just practice in character modeling. The other was for a level that I'm doing art for.

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  • 2 weeks later...
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I did the axe last night, as I don't feel like I have enough weapons in my slew of junk I've done. I've been wanting to do something like this for a while. It's not perfect, in my opinion, but still a decent start for something better.

Axe1Comp.jpg

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